In this update2
Full notes
Full Cyberpulse update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- Fixes
- UI and audio
- Server
Cyberpulse changes
With the recent influx of interest and new players (welcome!), I’ve implemented a few improvements and bugfixes:
Improvements
Improved Apple Silicon support—spotted a crash report from an M1 user and hopefully patched the issue!
Player circle reticle brightness reduced by 5% to improve readability on smaller screens.
Better track looping when transitioning between world map zones.
Bugfixes
Implemented a more robust save data process to prevent conflicts in the save folder.
Fixed duplicate or null scores when downloading Steam Leaderboard data.
Error handling for possibility of missing stats on level completion in certain cases.
Improved level spawning logic to handle potential prefab load failures.
Added error handling around the results screen continue button to prevent getting stuck.
Error handling for potential controller disconnect issues.
If you run into any issues, feel free to comment in the discussion boards thread I started. And if you just want to chat or talk trash about your latest high score, that’s welcome too!
A huge thank you to everyone who has checked out Cyberpulse! If you’ve been enjoying the game, please consider leaving a review—it truly makes a difference for us solo developers.
Source
Changelog.gg summarizes and formats this update. How we read updates.
